- Jan 17, 2008
- 22
- 0
Aight, so, I'm making a Football style map. It's a mixture of CTF and CP play styles, and I want to implement multiple win conditions in it in the end. So, I'm gonna do a quick run down of what I have working:
-Flag that spawns in the center, can be picked up by either team.
-Five control points. Two in each base, two for foward spawns, and a center one as a place marker for the flag spawn area. This center CP is not capturable.
-Four Spawn rooms, two for each team at the beginning, two initially disabled and can be captured as a forward spawn area.
-A timer system, initially set to 10 minutes, capturing either forward spawn will add 5 minutes. Time cannot add up to more than 30 minutes at once.
-Either a team must score 3 times to win, or, if time runs out, the game ends in a stalemate.
What I do not have working:
-*FIXED* (This was also simple, on the Team_Controlpoint_Master, the cap order must start with a 0, and similarly, your Cap point indexes must start with a 0, ie: a 0 1 2 3 order instead of 1 2 3 4) The CP's do not all function correctly. They can be captured, and when captured they do add time to the clock, and they can be capped again to change owners. I have a team_control_point_master entity on the map, but, only the middle CP's can be captured. Once both middle CP's are taken, the enemy base CP is unlocked, but, standing on the CP does not cap it. On top of this, the icons in the hud are messed up, where one of the icons partially overlaps another.
-The forward spawns do not work. Although I have outputs on the associated CP's to Enable onCapTeam* and to SetTeam* onCapTeam*, and the info_player_teamspawn's are associated with the CP and have inputs to SetTeam* onCapTeam*, they do not work. I've also in the past tried them StartDisabled and Enabled onCapTeam*. Also associated with the spawn rooms, the Resupply locker will not enable for the capping team, even though it's set to do so, and the Func_Door does not work for the capping team, even though i have a SetTeam* onCapTeam* input for it, and until I reomved them altogether for testing purposes, the team_respawnroom_visualizer's would not be solid when the CP was controlled by neither team, and would be solid when captured by a team, even for the capturing team.
-*FIXED* (OnEndTouchAll was set to "Color" instead of "Close". I feel dumb for not seeing this sooner!) All of the Func_Doors in the map do not close after they are opened. In game during testing, I get an error saying:
!! ERROR: bad input/output link:
!! func_door(*_Respawnroom_Door_**,Color) doesn't match type from trigger_multiple(*_Respawnroom_Door_**_Trigger)
(where * is either Red, Blue, North or South and ** denotes which door)
This I don't understand at all, because I followed the instructions here: http://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors to the word. The control points output which team has control to a Filter_Activator for each room/CP, with the two initial spawn areas set to their respective teams.
Ideally, I'd to solve the above problems in the very least so that my map is completely functional. But, I would also like to do the following:
-Carrying the flag slows the movement speed of the person carrying it.
-The number of points needed to win set to 10 instead of 3, without having to set the number on the server specifically.
-When time runs out, the team with the most points wins.
-If all 4 points are captured, the current round ends, leaving the team with the most points as the winner.
-Enter Overtime if the flag is still being carried.
-At the end of each round, the scores of each team during that round are put on the scoreboard.
-Force 4 Rounds, at the end of which, the team with the most points wins.
So, any ideas/suggestions and/or help you can provide me would be absolutely great! I want to get this play type hammered out with this map so that I can re-implement it on other map designs (this one is kinda cramped). I think it'd be a lot of fun, and it'd definitely be a change of pace from what there is now.
-Flag that spawns in the center, can be picked up by either team.
-Five control points. Two in each base, two for foward spawns, and a center one as a place marker for the flag spawn area. This center CP is not capturable.
-Four Spawn rooms, two for each team at the beginning, two initially disabled and can be captured as a forward spawn area.
-A timer system, initially set to 10 minutes, capturing either forward spawn will add 5 minutes. Time cannot add up to more than 30 minutes at once.
-Either a team must score 3 times to win, or, if time runs out, the game ends in a stalemate.
What I do not have working:
-*FIXED* (This was also simple, on the Team_Controlpoint_Master, the cap order must start with a 0, and similarly, your Cap point indexes must start with a 0, ie: a 0 1 2 3 order instead of 1 2 3 4) The CP's do not all function correctly. They can be captured, and when captured they do add time to the clock, and they can be capped again to change owners. I have a team_control_point_master entity on the map, but, only the middle CP's can be captured. Once both middle CP's are taken, the enemy base CP is unlocked, but, standing on the CP does not cap it. On top of this, the icons in the hud are messed up, where one of the icons partially overlaps another.
-The forward spawns do not work. Although I have outputs on the associated CP's to Enable onCapTeam* and to SetTeam* onCapTeam*, and the info_player_teamspawn's are associated with the CP and have inputs to SetTeam* onCapTeam*, they do not work. I've also in the past tried them StartDisabled and Enabled onCapTeam*. Also associated with the spawn rooms, the Resupply locker will not enable for the capping team, even though it's set to do so, and the Func_Door does not work for the capping team, even though i have a SetTeam* onCapTeam* input for it, and until I reomved them altogether for testing purposes, the team_respawnroom_visualizer's would not be solid when the CP was controlled by neither team, and would be solid when captured by a team, even for the capturing team.
-*FIXED* (OnEndTouchAll was set to "Color" instead of "Close". I feel dumb for not seeing this sooner!) All of the Func_Doors in the map do not close after they are opened. In game during testing, I get an error saying:
!! ERROR: bad input/output link:
!! func_door(*_Respawnroom_Door_**,Color) doesn't match type from trigger_multiple(*_Respawnroom_Door_**_Trigger)
(where * is either Red, Blue, North or South and ** denotes which door)
This I don't understand at all, because I followed the instructions here: http://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors to the word. The control points output which team has control to a Filter_Activator for each room/CP, with the two initial spawn areas set to their respective teams.
Ideally, I'd to solve the above problems in the very least so that my map is completely functional. But, I would also like to do the following:
-Carrying the flag slows the movement speed of the person carrying it.
-The number of points needed to win set to 10 instead of 3, without having to set the number on the server specifically.
-When time runs out, the team with the most points wins.
-If all 4 points are captured, the current round ends, leaving the team with the most points as the winner.
-Enter Overtime if the flag is still being carried.
-At the end of each round, the scores of each team during that round are put on the scoreboard.
-Force 4 Rounds, at the end of which, the team with the most points wins.
So, any ideas/suggestions and/or help you can provide me would be absolutely great! I want to get this play type hammered out with this map so that I can re-implement it on other map designs (this one is kinda cramped). I think it'd be a lot of fun, and it'd definitely be a change of pace from what there is now.
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